
Clypt
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Posted - 2006.06.29 09:30:00 -
[1]
Hey all.
I am waiting on my 10hr termination timer to be up so I can create a new character. I did not realize that once you selected your last skill, you had a character, without any prompting to create/etc. Regardless, I have an Amarr Amarrian that is not in the best of shape to ensure I have reasonable training times down the road.
I want to have a great fighter (build wise, I do understand that great is subjective, and also depends on my noober ability to play the game) with the ability to mine reasonably well for cash from the start, since I am a new player and have 0isk.
So, I was thinking about going Amarr again to make sure I can use the item I have wasted money on. But, to get good starting skills, and attributes, I think I will be better off going Galante, or Caldari.
So, I figured I would do Caldari, though through reading, it seems their ships are not the best. I know that is not a problem, but less time wasted training other race's ship skills means more time for training for equipment requirments, and ships, mining equipment, etc.
Here is what I am thinking at the moment:
Build #1
Caldari -> Achure -> Inventors -> Science & Trade -> Science -> Biology -> Cybernetics
Attributes: CHA 3 WILL 6 (+1) INT 12 MEM 6 (+1) PERC 7 (+3)
Total skills: Skills: Caldari Frigate 1 Gunnery 1 Mining 1 Biology 1 Research 3 Spaceship Command 1 Science 5 Analytical Mind 1 Small Hybrid Turret 1
That will give me a good start on Science, and Cybernetics 1, so I can instantly grab some implants to help speed up the learning skills. This is the build I am thinking (in my less than knowledgable head) will start me off the best, and be good throughout my career.
But, I also thought about either Amarr (again, to keep my ships I had for my other 3day old toon) or Galante for the start as a fighter, and eventually build in mining, since I read that fighting PvE makes more money at the start than mining, which is my biggest holdup on getting started, money to buy those skills I do not have at all.
Either this:
Build #2
Amarr -> Khanid -> Cyber Knight -> Imperial Academy -> Gunnery -> Improved Laser -> Advanced Laser ->
Attributes: CHA 5 WILL 8 INT 6 (+3) MEM 4 (+2) PERC 11
Total skills: Skills: Gunnery 5 Electronics 1 Mining 1 Amarr Frigate 1 Spaceship Command 1 Controlled Bursts 1 Small Energy Turret 4 Targeting 1
OR
Build #3
Gallente -> Jin-Mei -> Jing Ko Caste -> Federal Naval Academy -> Gunnery -> Advanced Gunney -> Gunsmith
Attributes: CHA 7 WILL 7 (+1) INT 5 (+3) MEM 5 (+1) PERC 10
Total skills: Skills: Gallente Frigate 1 Targeting 2 Leadership 1 Gunnery 4 Electronics 1 Mining 1 Mechanic 1 Spaceship Command 1 Learning 1 Weapon Upgrades 1 Small Hybrid Turret 1
I do understand that in the end, or really a few months, as long as my attributes are good, it does not matter what I take for skills, nor race. What I am wanting though, is a good start, skills to ensure I am not gimping myself, and the ability to make enough isk in the beginning to sustain myself.
I appologize for the long winded post, but I keep thinking I am going to go with build X, then I talk myself out of it because I am scared I have the wrong attributes/race (remembering that I prefer to remain in my racial ships as much as possible).
I would appreciate any ideas, or what you would do if you had to do it again kind of thing.
Thank you in advance,
Clypt (soon to be terminated)
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